Bad Time Simulator

Every Sans Attack in Bad Time Simulator, and the Safe Answer to Each

Published · 3 min read

The Sans fight looks like chaos the first ten times and like choreography the next hundred. Every attack is scripted, arrives in the same order in Normal mode, and has a position or a movement that survives it. This is the list, in the order you meet them, with the tell that identifies each one before it hits.

The opening gauntlet

Before you get a turn, Sans throws the fastest sequence in the fight: bones from the floor, then the ceiling, a blue-soul slam into each wall, and a wall of Gaster Blasters. It is the fight's way of saying it will not be fair. The answer is to keep the heart small and central, jump the floor bones with short taps, and when the soul turns blue take the slams (you cannot avoid them, they only reposition you) and read the blaster angles as they charge. Most first attempts end here. That is normal.

Bone gaps

Tell: a column of bones with a single hole moves toward you from the right. Answer: look only at the hole. Move to its height early and stop; the bones do the rest. When the hole changes height between columns, move between columns, never while inside one.

Sliding bones

Tell: low bones scroll along the floor and ceiling. Answer: stay on the floor, hop each floor bone with the shortest jump you can make, and ignore the ceiling ones unless you are up there. When they come fast, the rhythm is a steady tap, not a reaction.

Light-blue bones

Tell: the bones are pale blue instead of white. Answer: do not move. Not a single key. Blue bones pass through a still heart and hurt a moving one. This is the attack that punishes reflexes, and the only way to learn it is to take your hands off the keyboard when you see the colour.

Blue soul and platforms

Tell: the heart turns blue and drops. Answer: you now have gravity. Up jumps; holding jumps higher; releasing early drops you. Bones from the floor are jumped, bones from the ceiling are walked under, and when platforms appear they are the safe route, not decoration. Land, look, then move.

Gaster Blasters

Tell: a skull appears at the edge of the box and opens its mouth. Answer: the beam fires along the line from the skull through the box a moment after it appears. Step off that line and stay off it until the beam is gone. Two skulls at once means two lines; find the space that is on neither.

Platform blasters

Tell: you are blue, on a moving platform, and skulls appear on four sides. Answer: the platform carries you into the beams if you stand still. Hop to the next platform when yours drifts toward a charging skull, and keep your jumps low so a ceiling bone does not catch you.

Random blasters

Tell: skulls appear anywhere, in quick succession, with no pattern. Answer: stay near the centre and make short, late dodges. Running to a corner puts you in the path of the next one; a small step out of each line keeps every option open.

The special attack

Tell: Sans says it is time for his special attack, and then nothing happens. Answer: wait. There is nothing to dodge because the attack is the wait. When you finally end your turn, the real last gauntlet starts: every attack above, faster, in one long chain. You have already survived all of it once. Do it again.

Then he falls asleep

Sans dodges every FIGHT until his turns run out. When he dozes off, you get the one hit the whole fight is about. Do not miss the timing on the bar; you have earned it.

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